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there's a bug where the player can still controll the ball after it's being dropped. if the ball has been dropped, the player can still tap the screen and the ball will stop until the finger is released, which is a bug. once the ball has been dropped, the player's input should be ignored, until the ball is reloaded
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move the visible hoop lower by 100 pixels
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the hoop has an alpha of 0, make it 100% again so i can see it
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make the hoop visible again
Code edit (4 edits merged)
Please save this source code
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reduce the ball's hitbox by 25%. only reduce the hitbox, the graphical asset needs to remain at the same size
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Please fix the bug: 'Uncaught TypeError: LK.Circle is not a constructor' in or related to this line: 'var ballGraphics = self.attachAsset('ball', {' Line Number: 28
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reduce the ball's hitbox by 25%. only reduce the hitbox, the graphical asset needs to remain at the same size
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reduce the ball's hitbox by 25%. only reduce the hitbox, the graphical asset needs to remain at the same size
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when a point is scored, wobble the visiblehoop for 500 miliseconds. ensure it remains attached to the panel
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when a point is scored, wobble the visiblehoop for 500 miliseconds. ensure it remains attached to the foreground container and most importantly it continues to remain attached to the panel
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Please fix the bug: 'ReferenceError: visibleHoop is not defined' in or related to this line: 'var originalHoopX = visibleHoop.x;' Line Number: 171
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when a point is scored, wobblt the visiblehoop for 500 miliseconds
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ensure the background is perfectly alligned to the center of the screen
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ensure the background is perfectly alligned to the screen
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instead of lowering the panel by 100 pixels, only lower it by 50
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wobble the vissiblehoop whenever the score increments. make sure the pivot point for the wobble is set at the top of the asset, so if the asset were to be a clock, the pivot would be at 12 o clock. the wobble rotates and left and right a few times, before stopping after a second
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fix it
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Objective: Animate only the visibleHoop element to celebrate scoring. The animation involves a wobble effect, rotating around its top center (12 o'clock position). Pivot Adjustment: Adjust the visibleHoop's pivot to its top center. Animation Steps: Rotate visibleHoop left by 20 degrees. Rotate visibleHoop right to 40 degrees, passing the original position. Rotate visibleHoop left to -20 degrees, passing the original position again. Return visibleHoop to its starting orientation. Perform this sequence 3 times. Duration: The entire animation for visibleHoop should last 1 second. Trigger: Initiate this animation for visibleHoop each time a score is made.
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Please fix the bug: 'TypeError: setInterval is not a function' in or related to this line: 'var wobbleInterval = setInterval(function () {' Line Number: 67
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Objective: Animate visibleHoop to celebrate scoring by rotating it around its top center point (12 o'clock position) in a "wobble" motion. Pivot Point: Set the pivot at the top center of visibleHoop. Animation: Rotate left (counter-clockwise) by 20 degrees. Rotate right (clockwise) to 40 degrees (passing the original position). Rotate left to -20 degrees (passing the original position again). Return to the original position. Repeat this sequence 3 times. Duration: Complete the animation within 1 second. Trigger: Start the animation each time the score increases.
Code edit (1 edits merged)
Please save this source code
===================================================================
--- original.js
+++ change.js
@@ -127,12 +127,13 @@
var pos = event.getLocalPosition(game);
cursorX = pos.x;
});
game.on('down', function (obj) {
- var event = obj.event;
- var pos = event.getLocalPosition(game);
- ball.x = pos.x;
- isStuck = true;
+ if (isStuck) {
+ var event = obj.event;
+ var pos = event.getLocalPosition(game);
+ ball.x = pos.x;
+ }
});
LK.on('tick', function () {
if (isStuck) {
ball.x = cursorX;